
//uniform sampler2D tex;
//uniform vec2 tex_size;

varying float id;

void main(void) {
	//vec2 tc = gl_FragCoord.xy / tex_size;
	//vec4 color = texture2D(tex, tc.xy);
	//if (gl_FragCoord.z > color.x)
    //	discard;

    //gl_FragColor = color;
    float a = floor(id / 100.0);
    //float b = floor((id - (a * 100.0)) / 10.0);
    float b = floor(id - (a * 100.0));
    float c = id - (a * 100.0) - (b * 10.0);
    gl_FragColor = vec4(a / 100.0, b / 100.0, c / 10.0, 1.0);      
}
